Saturday, September 4, 2010

Got the map view working.  Was quite easy in the end - in the map data files is a matrix which describes how to calculate the map position from where the vehicle is in the 3d world.  Then I just had to scale the result for the current resolution (out of the matrix it is scaled for 320x200 resolution).

I've overlaid the map instead of rendering the map over the whole screen and having the race view in a little window like the original - its just a bit easier.


Next up is doing some basic UI for choosing races and cars :)

Thursday, August 26, 2010

I've been really busy as usual with work and not a lot of time to work on Carmageddon.  In the last week or so I've got back into it though, and right now its full steam ahead :)

Thanks for the feedback from the last video, hopefully i've sorted most of the problems:

Done:
  • Vehicles don't bounce away from walls in big crashes (as seen in the last video)
  • Corrected the center of rotation for taller vehicles (Screwie and Dump especially)
  • Reduced amount of vehicle particles (in the last video they were all over the screen)
  • Implemented the width of AI paths defined in the map data so AI can get around the tracks much better
  • When the player gets far away from the AI, the AI is respawned near the player
  • If the player gets far enough away from an attacking AI vehicle, the AI will resume racing, instead of trying to track down and kill the player forever...
  • Cops! Cops are now implemented and fully functional, including the Special Forces cop in the Blood On The Rooftops map.


Todo in the next couple of days:
  • Race completed - camera animation, exit the map etc.
  • UI to choose car and map.  Right now its all hard-coded.

Then I'll finally be ready to implement pedestrians.  I'm going to try to spend a bunch of time on Carmageddon in the next couple of weeks to get pedestrians in there :)

Thursday, July 1, 2010

New video showing updated vehicle physics (again), plus damage modelling, bendable track objects, opponents... :)

Saturday, June 26, 2010

Thursday, June 24, 2010

Still here, still working on Carmageddon (slowly...) I've recently hooked up overall car damage, with smoke and fire animations and jerky engine power as you get more damaged.  The smoke goes from light grey to dark grey to black.  The fire effects use an animated billboard which I'll be re-using for the pedestrians :)

Thursday, May 27, 2010

Had a great gamedev session last night with my mate lawrence.  Were both working on XNA projects and it really helps motivation to have someone else kicking your ass for not getting stuff done and helping find bugs.  Rock Band, funny movies, coffee and game coding... awesome :)

I fixed an annoying bug thats stopped me getting on with 3d audio - some sounds played at 2x the volume of other sounds, and it was pretty random when it happened.  Pre-loading all the sounds before the game starts (instead of loading them the first time theyre needed fixed it).  Not sure why that fixed it but glad to be back in gamedev mode!